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We've spent the last 40 years trying to put the player in the gamenow with VR, the player is finally there and it changes everything. There are new concerns of presence, player behaviour and more subtle aspects of flow and immersion. Kimberly Voll has spent the last two years working in VR and launched Fantastic Contraption for the HTC Vive this past fall. This talk will focus on what game-developers have learned so far about working in VR. She'll cover some dos and don'ts for both room-scale and non-room-scale VR, discuss what presence and immersion really mean in VR and for your game, and how you can design lasting, truly engaging games that don't rely on the novelty of VR to succeed.